diff options
author | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
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committer | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
commit | 3e40341f9dcd7c1bbc9afb8ddb812304820396cf (patch) | |
tree | 274b3f522afe1da16ab2b5347758c908bc23fac4 /lib/mesa/docs/llvmpipe.html | |
parent | 7b644ad52b574bec410d557155d666ac17fdf51a (diff) |
import Mesa 11.0.6
Diffstat (limited to 'lib/mesa/docs/llvmpipe.html')
-rw-r--r-- | lib/mesa/docs/llvmpipe.html | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/lib/mesa/docs/llvmpipe.html b/lib/mesa/docs/llvmpipe.html index 2efbbd4ca..f603bd646 100644 --- a/lib/mesa/docs/llvmpipe.html +++ b/lib/mesa/docs/llvmpipe.html @@ -34,7 +34,7 @@ It's the fastest software rasterizer for Mesa. <li> <p>An x86 or amd64 processor; 64-bit mode recommended.</p> <p> - Support for SSE2 is strongly encouraged. Support for SSE3 and SSE4.1 will + Support for SSE2 is strongly encouraged. Support for SSSE3 and SSE4.1 will yield the most efficient code. The fewer features the CPU has the more likely is that you run into underperforming, buggy, or incomplete code. </p> @@ -165,8 +165,8 @@ any OpenGL drivers): <li><p>load this registry settings:</p> <pre>REGEDIT4 -; https://technet.microsoft.com/en-us/library/cc749368.aspx -; https://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596 +; http://technet.microsoft.com/en-us/library/cc749368.aspx +; http://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL] "DLL"="mesadrv.dll" "DriverVersion"=dword:00000001 @@ -195,7 +195,7 @@ that no tail call optimizations are done by gcc. <h2>Linux perf integration</h2> <p> -On Linux, it is possible to have symbol resolution of JIT code with <a href="https://perf.wiki.kernel.org/">Linux perf</a>: +On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>: </p> <pre> @@ -206,12 +206,12 @@ On Linux, it is possible to have symbol resolution of JIT code with <a href="htt <p> When run inside Linux perf, llvmpipe will create a /tmp/perf-XXXXX.map file with symbol address table. It also dumps assembly code to /tmp/perf-XXXXX.map.asm, -which can be used by the bin/perf-annotate-jit.py script to produce disassembly of +which can be used by the bin/perf-annotate-jit script to produce disassembly of the generated code annotated with the samples. </p> <p>You can obtain a call graph via -<a href="https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot</a>.</p> +<a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot#linux_perf">Gprof2Dot</a>.</p> <h1>Unit testing</h1> @@ -253,7 +253,7 @@ for posterior analysis, e.g.: We use LLVM-C bindings for now. They are not documented, but follow the C++ interfaces very closely, and appear to be complete enough for code generation. See - <a href="https://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html"> + <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html"> this stand-alone example</a>. See the llvm-c/Core.h file for reference. </li> </ul> @@ -264,18 +264,18 @@ for posterior analysis, e.g.: <li> <p>Rasterization</p> <ul> - <li><a href="https://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li> + <li><a href="http://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li> <li><a href="http://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602">Rasterization on Larrabee</a> (<a href="http://devmaster.net/posts/2887/rasterization-on-larrabee">DevMaster copy</a>)</li> <li><a href="http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions</a></li> <li><a href="http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization</a></li> - <li><a href="https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li> + <li><a href="http://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li> </ul> </li> <li> <p>Texture sampling</p> <ul> <li><a href="http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping</a></li> - <li><a href="https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li> + <li><a href="http://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li> <li><a href="http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering</a></li> <li><a href="http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will "brilinear" filtering persist?</a></li> <li><a href="http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering</a></li> @@ -294,21 +294,21 @@ for posterior analysis, e.g.: <li><a href="http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors</a></li> <li><a href="http://www.intel.com/content/www/us/en/architecture-and-technology/64-ia-32-architectures-optimization-manual.html">Intel 64 and IA-32 Architectures Optimization Reference Manual</a></li> <li><a href="http://www.agner.org/optimize/">Software optimization resources</a></li> - <li><a href="https://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li> + <li><a href="http://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li> </ul> </li> <li> <p>LLVM</p> <ul> <li><a href="http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual</a></li> - <li><a href="https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li> + <li><a href="http://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li> </ul> </li> <li> <p>General</p> <ul> - <li><a href="https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li> - <li><a href="https://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> + <li><a href="http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li> + <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> </ul> </li> </ul> |